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File: f57c37281e4d0a4⋯.jpg (40.48 KB, 500x534, 250:267, 888.jpg)

93ab94  No.15901740

I fucking love stealth games. There is something deeply satisfying about ghosting your way around and being a goddamn spy, ninja or assassin and beating a much stronger, well armed force or infiltrating an extremely secure location.

But one thing always bugs me in this genre more than anything else: When you discover the optimum pathing.

Simple example: In the early mission to rescue Kaz in MGSV you can leave your horse and walk to the base, stick to the right side and go up a hill, through a window, climb a crack, jump over a gap, grab kaz and sneak behind the back of any guards and leave the same way. You go to chopper, let the skulls spawn, throw a distraction on the bridge while walking down the riverbed alongside it to creep right by them, escape the mist, call the chopper again and get out with all the sub objectives and an amazing rating.

But thats only a great discovery once. After that it becomes 'the easy way to farm points' and anything else is dicking around for fun.

You see this in almost every stealth game of any kind from Fobidden Siren to Hitman 2016. From Deus Ex Human Revolution to Oblivions Dark Brotherhood questline. You figure out the best way to do something and after that you can't experience or discover it for the first time again.

super Bunnyhop just put out a gushing Hitman 2 review but anyone who knows stealth games knows why nobody is touching that, so i loaded up Hitman 2016 which i got after IO turned it into one package and removed the denuvo bullshit. I remember loving the game and consider Sapienza the best level in a stealth game ever. But starting again i knew where to go, where everything was and how to sleepwalk my way through it.

How do you think devs can combat this? The closest thing i can think of is Prey's Mooncrash Roguelite DLC where each game is a 'run' with enemies and items in different locations and certain routes and shortcuts or opened or blocked in different ways each time. I think about a stealth game like that and i honestly think its the best option for replayability but one the genre is too small to validate the budget it would require.

Right now it feels like MGSV's side ops are the best option for replay-ability just because things like a storm -if you ignore that they arent truly random- can shake things up and there feels like more ways to fuck about since its so loosely structured. But that doesn't mean i dont want something more.

Fellow stealthfags what do find helps replay-ability in these games for you?

d625c8  No.15901770

I honestly don't know why procedural AI routes aren't a thing in stealth games.

It's such an obvious way of preventing stealth games from just being about memorising patrol routes and introduces the tension of knowing a guard could be coming around a corner at any point.


93ab94  No.15901824

>>15901770

I think a lot of stealth games are treated by design as this strange hybrid of 'cinematic experience' and puzzle game. Look at the Siren series which many call survival horror just because of its horrific setting and story but that is a stealth-puzzle game before anything else. You sneak around Shibito you cannot combat and interact with certain things to lead to a completion state to continue on the games critical path. Its the same in Metal Gear Solid, its the same in Hitman. I imagine the more random the ai the more it could in fact get easier because of the human element. The more a player can cause ripples in the pond of the game environment in terms of complex, random ai reactions the more you could break it.

Or shit it could just remove things in games now designed to combat the factor of 'pure luck' where you could just saunter through 1 times out of 100 on pure chance.

Its a good idea on paper but since these games are so often small teams on smaller budgets i could see random, adaptive ai bug the fuck out like something out of a bethesda game.

The best option i've seen in practice is Hitman 2016 taking the same map but setting it at a different time of day giving the same npcs different pathing and schedules than what you are used to. Its a shame more games don't utilise this idea like Mooncrash to make a semi random experience.


fa701e  No.15901832

Nah I get you. Once you learn how to cheese a specific route or manipulate the enemy AI in certain ways even the toughest stealth game can become easy. There's no real way to recapture that thrill of ghosting a level or getting lucky and discovering that the guard always turns left at the end of a hallway rather than right.

Even turning up the difficulty doesn't always help. Now enemies are psychic and can alert their entire squad in a split second if they so much as spot a footprint. It's tricky at first but quickly you learn to cheese them again. This is a reason I disliked playing on hard mode in Ground Zeroes. Now if an enemy spots you the whole base goes on alert even before the enemy can radio in that he saw you.

I guess you can combat it by purposefully going in with subpar weapons and/or restricting items/weapons/moves you go in with. Some of my favorite missions in MGSV were missions where I started with a handful of tranq rounds in my pistol, half a suppressor, and some crappy camo fatigues. Ghosting a mission with those limits felt so satisfying, like I was a real spec ops soldier.

>>15901770

even randomizing guard placement doesn't necessarily help I think. Once you learn to judge how far away you need to be, or how fast you can move before the enemy can detect you, it still makes the game much easier than the devs might have intended. A better solution I think is maybe to randomize paths that you can take to an objective. Most good stealth games give you a variety of ways to get from point A to point B. If on each playthrough these paths change then you're forced to go a different way and have to deal with that on the fly. Maybe one time you find an open sewer and can sneak through it. The next time though this sewer is blocked and you have to go a more dangerous way.

MGSV actually does this a little bit. Enemies wear helmets or gas masks if you used certain weapons. They also put up mines along routes you took in the past.This kind of thing only really works for games that allow you to replay certain missions though.


07a089  No.15901838

>>15901740

I find that user made content like FM's in the Thief series helps with the replayability.

>things like a storm -if you ignore that they arent truly random- can shake things up and there feels like more ways to fuck about

Not really. MGSV has braindead AI, a little rain doesn't change anything MGSV is only good if you go guns blazing, it's hardly a stealth game at all. Play something like Pandora Tomorrow or Chaos Theory instead.


93ab94  No.15901872

>>15901832

I tried a 'self enforced subsistence run' of MGSV a while back. Started a new game and entered every mission i could with nothing. Only what i could procure myself and it was novel at first but in an open world where its not a contained, controlled enviroment of patrolled corridors or 'rooms' be it literal or in gameplay terms of closed areas it still lacked the 'puzzle' element that even entries like Peace Walker had that made it a thing to figure out.

A good Stealth game has 'A to B, heres the routes to do so' and in some games like Dishonoured self restrictions like no powers can be fantastic, granted that game was fucked up in a lot of other ways like one guard dying to a rat made 'high chaos' occur or something but the open stuff of MGSV makes it far, far too easy even if you try to make it hard yourself.


a153cb  No.15901971

File: 3368f8add678eff⋯.webm (5.55 MB, 960x540, 16:9, Swordpoint 1.webm)

>>15901740

>How do you think devs can combat this?

It's a losing proposition. The best thing about stealth games (and IMO, about most games) is the finely crafted level design. Having any of it be randomly generated will inevitably mean a level is not designed as thoroughly as it should be.

For instance, I'm playing through Bloodlines now, and one of the one-off levels is a museum where you enter through the maintenance tunnels. One of the first things you see is (actual spoilers): a velociraptor leaning against wall just around a corner and it's placed in such a way that the player won't see it until it enters his peripheral vision. It's an uncannily effective jump scare made from knowledge of the game's FoV and a single asset. You just can't do that in a game with randomness baked into it, and I wouldn't give it up for the world.

Barring self-imposed challenges (which is a pretty significant thing to exclude, but whatever), I think a progression system where the player unlocks additional powers (and potentially has some control over the order in which they are unlocked) is a good solution to the staleness you describe. Bloodlines has such a system due to its faithful recreation of the tabletop character sheet and powers, but there are other games which show the effectiveness of such an approach.

Vid related is Ronin, a 2015 indie game made by a couple guys in Poland. It's a pseudo-turn-based platformer, and although it's more of an ambush game than a stealth game, I think it's relevant. The game has 15 levels and a handful of upgrades, which was enough to keep me interested in both the normal game and NG+, at least until I got tired of cheesing the turn timer and exploiting stealth kills.

Anyway, I mention it because it has several aspects of what you describe (randomness) and what I like (unlocking unique skills). It's a good example of why I'm against the randomness, too, because there's nothing more frustrating than dying to a combat room six or seven times, finally crafting a solid plan, and then having it all go to ashes because the NG+ mode has randomized spawns and you're confronted with two elite guards instead of two regular guards.

If one introduces such randomness into a stealth/ambush game to keep it fresh, it should be seeded at the level's start, and it should be made clear to the player (potentially even optional, although that's a different question about intent and focus, and my post is long enough). I like Ronin, but the game is frustratingly bare in terms of conveying information to the player like this.

Thanks if you read this whole thing.


93ab94  No.15902004

>>15901971

There is another option beyond randomness and thats player selected variables.

For example Dead by Daylight is more Hide and Seek than stealth but its 4 players who have to avoid 1 serial killer while repairing generators to open a gate and escape while the killer has to find them, hit them to wound them, hit them again to down them and hook them and after a minute they are killed. Get as many as you can before they escape.

Theres more to it like health kits, toolboxes and so on but there is an element i think games like this could use and its the 'offering' system.

Basically these are items you earn from gameplay and they are things like "make it a dark night with no moonlight", "thick mist and fog" or "specifically have a match on elm street, haddonfield or the meatpacking plant from SAW".

Bloodborne did something a little similar with its chalice dungeons where the base dungeon was the same but you could add these modifiers so it had alien enemies instead of beast ones, or more poison element stuff for example.

Imagine a game like Hitman where you have a map and its just a mansion in the countryside. Normal mission is get in and get out. But maybe you tired of that and by exploring the map you found collectibles that on replay you can elect as modifiers like "this time its a torrential downpour so there are less guards outside but most of the entrances are locked and movement makes more noise" or "its been snowing and you leave footprints" to stuff like "in 7 minutes the boiler will explode to an undiscovered fault, causing the target to enter their panic room and the mission fails" adding a new distraction to change it up.

Personally i would love to see that sort of thing in lots of games but in stealth modifier unlocks -and a randomiser of them- could make for a lot of neat replay value, on paper at least.


a63ff1  No.15902306

>>15901971

wow ronin flew right under my nose. that looks fun and reminds me of heat signature. another stealth slow mo ninja game but in space. heat signature will get old in a day since for the most part youre going to play it the same way and there are only a few mission types. but its fun until it does get old. while youre learning it and for a while after.

if you do play it, dont be afraid to just beat the game instead of trying to 100% it bceause itll overstay its welcome. i dont have a webm to post though.


899202  No.15902417

Invidious embed. Click thumbnail to play.

Can't recommend Invisible Inc. enough, it's turn based though so if that's not your thing then that's too bad. It's a rogue lite which has the advantage of making each run fresh with random maps + upgrades and agents to unlock. Expert mode on ironman plus is really fun. Video is the last mission which has some sweet music.


456437  No.15902502

File: c235e49fab0ae97⋯.jpg (28.92 KB, 600x600, 1:1, 7ef.jpg)

>>15901770

>I honestly don't know why procedural AI routes aren't a thing in stealth games.

This, also, partially randomising environments too would help for instance

>level is about entering a house stealing some shit and exiting undetected

>make it so the thing you have to steal has several spawn points

>make it so front door could be here or there or somewhere else

>make it so that front door might have cameras or not or be more or less guarded

>make it so that there's also a backdoor

>make it so there's some piping you can climb

>oops you climbed all the way up here but all windows are locked shut

>you lockpicked one silently but oops the AI decided to check that room and now you're fucked unless you act fast as lightning

>ok, you got lucky breaking in but oops the house layout is different this time and you have no map just like in thief, enjoy exploring, faggot

granted this could only work in some set environments and not in the whole game, but it's something

>>15901832

>even randomizing guard placement doesn't necessarily help I think. Once you learn to judge how far away you need to be, or how fast you can move before the enemy can detect you

that could also be fixed if you gave AI different levels of awareness which could be randomised as well

example

>guard A is sharp, sees well from a distance, in the dark and has decent hearing

>guard B is a bit of a mole but can hear a needle fall

>guard C is average but he's wearing headphones and listening to music in this run

that way you could never know "how much" you can dare and would always have to be on your toes. this kind of shit however would require some fine ass quality coding and tuning of said AI, which I don't think will ever see the light of day


885112  No.15902536

File: 1b8657bbd70cdc3⋯.png (136 KB, 540x304, 135:76, tumblr_inline_nrqdxieJFs1t….png)

>>15901740

Biggest improvement I see in the stealth game is to the AI. I really like what nuHitman does, but the AI needs to be changed, like they can lock certain doors, mix up guard patterns, and having different objectives. Otherwise, I end up imposing restrictions on myself as to how I can play the game. Stealth should be about adaption rather than memorization.


921371  No.15902544

>>15902536

>nul-litman

What


4c5265  No.15902708

>>15902544

hitman 2016, because they didn't the memo that giving your game the same name as the first is a bad idea.


451d60  No.15912608

bump


8a8012  No.15917290

File: 042c85ec9b2f090⋯.webm (11.28 MB, 640x360, 16:9, 2018.11.04-19.26.webm)

Hitman 2016 and Hitman 2 are the best stealth games ever.


04adfc  No.15919124

>>15901740

that why hitman 2 has the contract mode. so now you can make a up a run where you kill someone in the level a certain way. or just do other ones people made and if you're real autistic speedrun it to make sure you're always the best


e54e18  No.15919159

Invidious embed. Click thumbnail to play.

Here's a question to you anons.

Should AI in stealth games have realistic detection range?

I'm asking this because I've seen a lot of people here shit on MGSV's AI for being 'blind' (Even though MGSV's AI has the longest detection range compared to any other MGS game).

But I've seen mods that made the AI realistic, and this resulted in the game being almost impossible. Embed related. Is this the type of AI you'd want in a stealth game?


67eb77  No.15919190

>>15919159

If the game gives the player necessary tools then yes


7fe087  No.15919236

Clandestine randomizes guard placement and routes.


7fe087  No.15919252

>>15919159

It's not just range, but realistic alert times. The start of that video is a good example of unrealistic alert times. Guards in most games are either alert or not at all. A guard who sees the player on a ridge near a base should raise his weapon point at the ridge till he knows it's a human (instead of a random animal) instead of snap shooting instantly


4b067a  No.15919262

>>15901740

>How do you think devs can combat this?

They could release map editors or similar tools (like contracts mode in HI™AN) and have players make their own levels that can be published if they are finished by creators beforehand.

>>15902708

First one was called Codename 47

they made that mistake with HITMAN™ 2©® not to be confused with Hitman 2: Silent Assassin

>>15919159

I wish AI in TPP wasn't more braindead and less threatining than headless hordes in Survive.

And had level design that doesn't feel like something that was dragged and dropped in sub 15 minutes then author called it a day.

There isn't a single location of significance and with design comparable to Miners residence+underground base or Nicaraguan US Missile base from peace walker.

>>15919236

Echo has AI that actually adapts to the way you play

>>15919124

They had it since absolution, and there's a free online Hitman Roulette for blood money where you can randomize a challenge to kill targets in missions.


04adfc  No.15919273

>>15919262

yea i know its been since absolution i just meant that its a good idea to extend the gameplay. didn't mean to imply that hitman 2 started it


e54e18  No.15919283

>>15919252

>Armed man pops up out of cover jogging towards your base at 100m distance

>Guards immediately go alert and open fire

<unrealistic alert time

Nothing on Venom's gear looks Soviet, and at that distance it made perfect sense for the guards to recognize he's a hostile.

>>15919262

>I wish AI in TPP wasn't more braindead and less threatining than headless hordes in Survive

Are you joking? A+ and S+ guards have solid vision, they call HQ on radio to alert the base whenever they see a body or a guard missing and they move a lot more tactically compared to other games.

Meanwhile the AI in previous MGS games is absolutely blind and whenever they see a body or hear something they just stand still and go "huh?", giving you all the time in the world to shoot them.

MGSV's AI could be better, but they're in no way bad. The problem lies with cheesy tactics like rolling and making sure you're 15m away from any guard, or the sneaking suit making your footsteps completely silent.


4b067a  No.15919293

>>15919283

>The problem lies with cheesy tactics like rolling and making sure you're 15m away from any guard,

You forgot the following cheese tactics

>throwing decoys

>throwing smoke grenades into jeeps

>throwing smoke grenades in front of walker geers

>tranquilizing animals on enemies' path

>throwing knocked out soldiers in front of convoys to drastically slow them down


8986b2  No.15926442

Monaco does it right.

It's more of a heist game, but levels can be cleared stealthily (levels get increasingly difficult to the point you must be stealthy or get killed fast).

There's so much shit you have to pay attention to. Guards, lasers, cameras, tripwires, dogs, civilians, and a combination of all the above which forces you to stay alert because any slip up/mistake will get you wrecked. There's a lot of replayability in Monaco, shame the multiplayer is dead because I consider this game is a hidden gem.


73fb9b  No.15927320

>>15902417

Invisible Inc is pretty good, though being a randomly-generated jigsaw-style game it does hit some of the problems that >>15901971 talks about. I think it compensates for it by the sheer amount of tension it can generate in gameplay as you have to think very carefully how to get your people out of increasingly dangerous situations, but it would still rub some people the wrong way. I've only beaten the game a couple of times on normal difficulty because it can get a little exhausting after a while.

One of the few stealth games where ghosting is not only the best method, but can be required. You can see enemy patrols from observation, but a guard who has been knocked out and woken back up will break his patrol entirely and begin to randomly comb through the level, introducing unpredictability and therefore a lot more risk.


73fb9b  No.15927338

>>15926442

Big fan of Monaco too, though I'd say it's not completely a stealth game; a lot of its design takes into account that you probably will be caught sooner or later and the genre switches from "stealth game" to "running headless chicken game." Some levels are almost impossible to not get spotted at least once. A fun game though, good music, neat little story, one of the very few games on Steam I went out of my way to get all the cheevos for. I hope the devs come up with a sequel someday.




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